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Undine

by John Walter Biles

Undines are a benevolent but freedom loving race from the Elemental Plane of Water. They are rare even there and are major foes of the Hordes and the Hydraxes.

Undine Explorer, Level 8 Skirmisher
Large elemental beast (Water) XP 350
Initiative +7 Senses Perception +5
Elemental Regeneration 5 (water)
HP 86; Bloodied 43
AC 22; Fortitude 20, Reflex 22, Will 19
Resist Cold 10 Fire 10
Vulnerable Air Creatures 5, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Water
The Explorer shifts up to two squares, and then Reach 2; +13 vs. AC; 1d6+5 Water Damage
Swift Blows (standard; at-will)
The Explorer makes 2 Serpentine Strike attacks
Serpentine Escape (Immediate Reaction; Refresh 5-6)
Upon being hit by a melee attack, the Explorer shifts 3 squares.
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +11 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 43 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Undines take 1 point of damage per round they are not touching water.
Alignment Good Languages Primordial
Skills Acrobatics + 14, Nature + 12, Stealth +14
Str 14 (+6) Dex 20 (+9) Wis 17 (+7)
Con 14 (+6) Int 12 (+5) Cha 12 (+5)

Undine Explorers like to roam free and explore the wilds, fighting only if they have to.

Undine Wavesurger, Level 8 Artillery
Large elemental beast (Water) XP 350
Initiative +9 Senses Perception +7
Elemental Regeneration 5 (water)
HP 68; Bloodied 34
AC 20; Fortitude 20, Reflex 22, Will 20
Resist Cold 10 Fire 10
Vulnerable Air Creatures 5, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Water
Reach 2; +15 vs. AC; 1d8+5 Water Damage
r Waterspout (standard; at-will) | Water
Ranged 15; +15 vs. AC; 2d6+5 Water damage
Ice Web (standard; Refresh 5-6) | Arcane, Cold
Burst 2 within 10 squares; +13 vs. Reflex; 2d8+5 Cold damage and Immobilised (save ends)
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +11 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 34 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Undines take 1 point of damage per round they are not touching water.
Alignment Good Languages Primordial
Skills Stealth +14
Str 14 (+6) Dex 20 (+9) Wis 17 (+7)
Con 14 (+6) Int 12 (+5) Cha 12 (+5)

Wavesurgers are Undines who specialise in ranged attacks. They like to trap foes with their webs, then blast them over and over while they can’t escape

Undine Wizard, Level 8 Controller
Large elemental beast (Water) XP 350
Initiative +9 Senses Perception +7
Elemental Regeneration 5 (water)
HP 86; Bloodied 41
AC 22; Fortitude 17, Reflex 20, Will 20
Resist Cold 10 Fire 10
Vulnerable Air Creatures 5, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Arcane, Water
Reach 2; +13 vs. AC; 2d6+5 Water Damage
r Freezing Rain (standard; at-will) | Arcane, Cold, Water
Burst 1 within 10 squares; +13 vs. AC; 1d8+5 Cold and Water damage and Slow (save ends)
Tidal Wave (standard; at-will) | Arcane, Thunder, Water
Close Blast 3; +12 vs. Reflex; 1d8+5 Water and Thunder damage and Push 3
Sapping Cold (standard; encounter) | Arcane, Cold
Burst 2 within 10 squares; +12 vs. Reflex; 1d8+5 Cold damage and 10 ongoing Cold damage and Weakened (save ends)
Ice Storm (standard; encounter) | Arcane, Cold, Zone
Burst 2 within 10 squares; +12 vs. Reflex; 3d8+5 Cold damage and Slow (save ends). The storm lasts until the end of the next turn. Anyone who starts their turn in the storm or enters it is attacked by the storm: +12 vs. Fortitude; 1d8+5 Cold Damage and Slow (save ends). Sustain Minor: The storm lasts another turn.
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +12 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 41 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Undines take 1 point of damage per round they are not touching water.
Alignment Good Languages Primordial
Skills Arcana +14, Diplomacy +12, Insight +14, Nature +14
Str 14 (+6) Dex 17 (+7) Wis 20 (+9)
Con 14 (+6) Int 20 (+9) Cha 17 (+7)

Undine wizards study the arcane lore of water, and frequently learn special rituals designed for beings made of water.

Greater Undine Explorer, Level 20 Skirmisher
Large elemental beast (Water) XP 2800
Initiative +20 Senses Perception +16
Elemental Regeneration 10 (water)
HP 188; Bloodied 94
AC 24; Fortitude 21, Reflex 24, Will 22
Resist Cold 20 Fire 20
Vulnerable Air Creatures 10, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Water
The Explorer shifts up to two squares, and then Reach 2; +25 vs. AC; 2d6+7 Water Damage
Swift Blows (standard; at-will)
The Explorer makes 2 Serpentine Strike attacks
Serpentine Escape (Immediate Reaction; Refresh 5-6)
Upon being hit by a melee attack, the Explorer shifts 6 squares.
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +23 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 94 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Undines take 1 point of damage per round they are not touching water.
Alignment Good Languages Common, Primordial
Skills Acrobatics + 23, Nature + 21, Stealth +23
Str 20 (+15) Dex 26 (+18) Wis 23 (+16)
Con 20 (+15) Int 18 (+14) Cha 18 (+14)

Undine Explorers like to roam free and explore the wilds, fighting only if they have to.

Greater Undine Wavesurger, Level 20 Artillery
Large elemental beast (Water) XP 2800
Initiative +18 Senses Perception +21
Elemental Regeneration 10 (water)
HP 146; Bloodied 73
AC 32; Fortitude 30, Reflex 34, Will 32
Resist Cold 20 Fire 20
Vulnerable Air Creatures 10, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Water
Reach 2; +25 vs. AC; 2d6+7 Water Damage
r Waterspout (standard; at-will) | Water
Ranged 20; +27 vs. AC; 3d6+8 Water damage
Ice Web (standard; Refresh 5-6) | Arcane, Cold
Burst 2 within 10 squares; +25 vs. Reflex; 4d8+7 Cold damage and Immobilised (save ends)
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +25 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 73 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Greater Undines take 3 point of damage per round they are not touching water.
Alignment Good Languages Primordial
Skills Stealth +23
Str 20 (+15) Dex 26 (+18) Wis 23 (+16)
Con 20 (+15) Int 18 (+14) Cha 18 (+14)

Wavesurgers are Undines who specialise in ranged attacks. They like to trap foes with their webs, then blast them over and over while they can’t escape

Greater Undine Wizard, Level 20 Controller
Large elemental beast (Water) XP 2800
Initiative +16 Senses Perception +18
Elemental Regeneration 10 (water)
HP 188; Bloodied 94
AC 34; Fortitude 29, Reflex 32, Will 32
Resist Cold 20 Fire 20
Vulnerable Air Creatures 10, Special*
Speed 4; Swim 12
m Serpentine Strike (standard; at-will) | Arcane, Water
Reach 2; +13 vs. AC; 3d6+8 Water Damage
r Freezing Rain (standard; at-will) | Arcane, Cold, Water
Burst 1 within 10 squares; +25 vs. AC; 2d6+7 Cold and Water damage and Slow (save ends)
Tidal Wave (standard; at-will) | Arcane, Thunder, Water
Close Blast 3; +24 vs. Reflex; 4d8+7 Water and Thunder damage and Push 3 and Dazed (save ends)
Sapping Cold (standard; encounter) | Arcane, Cold
Burst 2 within 10 squares; +24 vs. Reflex; 4d8+7 Cold damage and 15 ongoing Cold damage and Weakened (save ends)
Ice Storm (standard; encounter) | Arcane, Cold, Zone
Burst 2 within 10 squares; +24 vs. Reflex; 4d8+7 Cold damage and Slow (save ends). The storm lasts until the end of the next turn. Anyone who starts their turn in the storm or enters it is attacked by the storm: +24 vs. Fortitude; 2d8+5 Cold Damage and Slow (save ends). Sustain Minor: The storm lasts another turn.
Transmute Fire to Ice (Immediate Interrupt; encounter) | Arcane, Cold, Fire
Upon being struck by a Fire attack, +24 vs. Will of the person attacking. On a success, instead of taking damage, the Undine heals an equal amount of damage to a maximum of 41 points.
Shapeshift (Minor; at-will) | Polymorph
Though normally shaped as serpents made of water, Undines may take on just about any configuration they can imagine of the same mass; this does not change their powers, vulnerabilities, etc. All forms are still made of water.
Vulnerable to Drying*
Greater Undines take 3 points of damage per round they are not touching water.
Alignment Good Languages Common, Primordial
Skills Arcana +23, Diplomacy +21, Insight +23, Nature +23
Str 20 (+15) Dex 23 (+16) Wis 26 (+18)
Con 20 (+15) Int 26 (+18) Cha 23 (+16)

Greater Undine Wizards master many rituals, used for the good of others, and use their powers to aid good causes, though especially to protect other Undines.